rsMesh.h revision afb743aca56c18beb7ab924e75cb6e070ef3e55a
1/* 2 * Copyright (C) 2009 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#ifndef ANDROID_RS_MESH_H 18#define ANDROID_RS_MESH_H 19 20 21#include "RenderScript.h" 22 23// --------------------------------------------------------------------------- 24namespace android { 25namespace renderscript { 26 27 28// An element is a group of Components that occupies one cell in a structure. 29class Mesh : public ObjectBase { 30public: 31 Mesh(Context *); 32 ~Mesh(); 33 34 // Contains vertex data 35 // Position, normal, texcoord, etc could either be strided in one allocation 36 // of provided separetely in multiple ones 37 ObjectBaseRef<Allocation> *mVertexBuffers; 38 uint32_t mVertexBufferCount; 39 40 // Either mIndexBuffer, mPrimitiveBuffer or both could have a NULL reference 41 // If both are null, mPrimitive only would be used to render the mesh 42 struct Primitive_t 43 { 44 ObjectBaseRef<Allocation> mIndexBuffer; 45 46 RsPrimitive mPrimitive; 47 uint32_t mGLPrimitive; 48 }; 49 50 Primitive_t ** mPrimitives; 51 uint32_t mPrimitivesCount; 52 53 void render(Context *) const; 54 void renderPrimitive(Context *, uint32_t primIndex) const; 55 void renderPrimitiveRange(Context *, uint32_t primIndex, uint32_t start, uint32_t len) const; 56 void uploadAll(Context *); 57 void updateGLPrimitives(); 58 59 virtual void serialize(OStream *stream) const; 60 virtual RsA3DClassID getClassId() const { return RS_A3D_CLASS_ID_MESH; } 61 static Mesh *createFromStream(Context *rsc, IStream *stream); 62 63 // Bounding volumes 64 float mBBoxMin[3]; 65 float mBBoxMax[3]; 66 void computeBBox(); 67 68 void initVertexAttribs(); 69 70protected: 71 bool isValidGLComponent(const Element *elem, uint32_t fieldIdx); 72 // Attribues that allow us to map to GL 73 VertexArray::Attrib *mAttribs; 74 // This allows us to figure out which allocation the attribute 75 // belongs to. In the event the allocation is uploaded to GL 76 // buffer, it lets us properly map it 77 uint32_t *mAttribAllocationIndex; 78 uint32_t mAttribCount; 79}; 80 81class MeshContext { 82public: 83 MeshContext(); 84 ~MeshContext(); 85}; 86 87} 88} 89#endif //ANDROID_RS_TRIANGLE_MESH_H 90 91 92 93